Aielman15

joined 1 year ago
[–] [email protected] 6 points 5 days ago (2 children)

Just give me a proper Xenogears remake with all the cut content from the second disc and I'll die happy.

[–] [email protected] 4 points 5 days ago

No spoilers, Vee!

[–] [email protected] 5 points 6 days ago (1 children)

Thank you for putting so much effort into these posts. I rarely comment but I always read them. It feels like reading an informal short review of a random game every day, like having a friend telling me what they played the day before. Sometimes I even add the game to my wishlist.

[–] [email protected] 9 points 1 week ago* (last edited 1 week ago)

I have a very bad cold right now. Sorry, respiratory system, I won't take you for granted ever again.

[–] [email protected] 12 points 1 week ago

When you have a DEX build but equip a STR weapon

[–] [email protected] 11 points 1 week ago (1 children)

Where can I get lizardmen friends?

[–] [email protected] 3 points 1 week ago (2 children)

I'm still waiting for the DLC :(

[–] [email protected] 5 points 1 week ago

Taking the "be gay, do crime" slogan a bit too literally here

[–] [email protected] 2 points 1 week ago

It's so easy to use! As long as you are willing to put a bit of effort, it offers an almost limitless amount of customizability.

8
submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/[email protected]
 

Another day, another one of my revamped classes for DnD5e.

The Warlock is my favourite class in the game, but its reliance on short rests to recharge spell slots and the pitiful amount of invocations known turn DnD's most customizable class into a boring slog of "I cast Eldritch Blast" and "As my first invocations, I take Agonizing Blast and Devil's Sight. Again".

By adding the Patron's expanded spell list (which goes up to 9th level) automatically to their spells known, gaining more invocations (10, compared to the OG Warlock's 8) and rebalancing the invocations (including adding higher level Pact-exclusive invocations up to 14th level), the INT-based Occultist allows for much greater build variety, while retaining what made the original class so loved by many.

The final class was meant to include the third Pact as well (a rebalanced Pact of the Chain that was meant to summon an increasingly powerful familiar) and three more subclasses, but I kind of gave up on that after DnD2024 released, as I recon that most people will eventually jump ship and shift to the new system. I only completed two pacts (Blade and Tome) and one subclass (Undying) which are the ones that are in play in my current campaign. Feel free to expand on this concept if you like it!

Ko Fi: https://ko-fi.com/taverntalesdnd
MEGA (pdf download/online reader): https://mega.nz/file/6YFilQjI#N6avkAt9mCvyI0fEgpiIHZqiUUUE1zvTosprZ2k03po

Occultist - Page 1 Occultist - Page 2 Occultist - Page 3 Occultist - Page 4 Occultist - Page 5 Occultist - Page 6 Occultist - Page 7 Occultist - Page 8

[–] [email protected] 6 points 2 weeks ago

Good thing that I postponed my DnD session to next week!

[–] [email protected] 1 points 2 weeks ago

Beautiful! I wish I'll be able to visit Canada one day :)

[–] [email protected] 15 points 2 weeks ago (1 children)

Amity, do you want to talk about your anger issues?

 

So, a friend of mine wanted to play This class for our homebrew campaign, but as all things DanDWiki related, it sucked hard: balance was completely out of the window, many features were written badly, some features overlapped or made no sense at all... You get the gist. Typical DanDWiki stuff.

Anyway, I really had no interest in the class itself (and I have not played the game the class is based on, Darkest Dungeon), but my friend was really keen on playing this class, so we sat down and worked together to fix it. We kept as much of the original flavour as possible, rebalanced the class as best as we could, trimmed the fat, and then we gave it a nice aesthetic refinement. All things considered, I'm pretty satisfied with the result. The campaign will launch shortly after this post, which should provide better context and feedback, but for the time being, I'll release it here as well, in case others are interested.

Ko Fi: https://ko-fi.com/taverntalesdnd
MEGA (pdf download/online pdf reader): https://mega.nz/file/LFsUyaZK#BxHZe6eQ8ihvemtJoF2-JgWSonHaoSl2_1apy5ylY_s

Page 1 Page 2 Page 3 Page 4 Page 5

20
submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]
 

Apparently there was barely any change from the playtest version.

Key points:

  • Bastions are acquired at lv5.
  • Each player has their own bastion. Bastions can be grouped together into one bastion, but they are still treated as different bastions for the purpose of mechanics, except that grouped bastions can defend each other from attacks.
  • Bastions can be populated with "basic facilities" (whose only purpose is flavour, apparently) and "special facilities". The latter provide actual tangible benefits by issuing orders to them during the "bastion turn" (once every 7 days). Special facilities are acquired as the players level up: two at 5th and 9th level, and one more at 13th and 17th level.
  • Both types of facilities come in three sizes: "cramped" (4 squares), "roomy" (16 squares) and "vast" (36 squares), and can be upgraded later on. Some special facilities may have a minimum size requirement.
  • The article provides three examples of special facilities. I'm not going to copy-paste them (click the link, you cowards).
  • Project Sigil (WotC's own Virtual Tabletop) ad. Multiple ads, actually. My God stop talking about Sigil pls.
  • Attacks seem... Lackluster. "In the event of an attack on your Bastion, a number of d6s are rolled. For each die that rolls a 1, your Bastion loses that many Bastion Defenders. If you don’t have any Bastion Defenders or lose them all in an attack, a random special facility is shut down for your next Bastion turn." Bastions that are grouped together can sum up their defenders total.

From what I'm reading, there are very few changes from how it worked in the playtest. I guess they were either lazy, didn't have enough time to integrate feedback, or both. This thing only exists to sell Sigil.

 

Cloud Imperium Games, the developer of Star Citizen, has mandated its developers to work seven days a week to meet deadlines for Citizencon on October 19th.

 

The entire staff of one of gaming's most beloved publishers walked off the job in early September. Why?

 

“They say cricket is not for Italy. But I’ll tell you the truth: it’s because we are foreigners"

 

As spotted by Windows Central, though, Jyamma CEO Jacky Greco later went into additional detail on Discord. Following a community manager's statement dismissing speculation the studio had been "paid by Sony", Greco shared his own frustrations relating to the delay. "You can ask Xbox why they haven't answered us for two months," he wrote. "Obviously they don't care about Enotria and they don't care about you... We've Xbox Series X/S version ready, but we can't proceed with submission and release, I spent a lot of money for porting and they decided to ignore us."

A similar statement also appeared on Enotria's X/Twitter feed. After a fan inquired about the "main challenge" holding up release, Jyamma wrote, "Communication with Xbox. The game works fine on Series S and X but we cannot go through the submission process and they can take even two months to reply to us."

Greco later shared a little more on the issue the studio had enountered, explaining it was unable to open Enotria's Xbox store page and submit the game - something Microsoft's support teams reportedly initially took responsibility for, before further communications were ignored. "We really want to release the game on Xbox ASAP," Jyamma added elsewhere, "but with lack of communication on their side it is a hard task indeed."

The suggestion seems to be things might be resolved pretty quickly if Jyamma could get a response from Microsoft, but in the meantime, Enotria: The Last Song will only be available for PlayStation 5 and PC when it launches on 19th September.

12
DnD5e homebrew community (lemmyverse.link)
submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]
 

I’m posting this because the DnD homebrew community is hosted on a different server than the rest of the RPG network, and some people might not know it exists.

Universal link: [email protected]
Alternate links:
https://lemmyverse.link/c/[email protected]
https://lemmy.world/c/dndhomebrew
https://ttrpg.network/c/[email protected]

DnDHomebrew is a community dedicated to sharing and giving feedback on homebrew material for DnD 5e. It doesn’t see regular activity, which is a nice change of pace from the UnearthedArcana subreddit (where low-quality AI-written homebrews are posted daily), but it can get a bit monotonous in the long run. I’ve tried keeping it active over the past few months, and there are other content creators sharing great pieces of homebrew, such as Consort’s playable dragons and magical items. However, I’d love to see more activity from other users as well.

Please join us if you feel like sharing your homebrew rules, classes or whatever, or if you'd like to spice your games with additional options!

3
submitted 2 months ago* (last edited 1 week ago) by [email protected] to c/[email protected]
 

In the past few months, I've been hard at working creating revamped versions of subpar classes for the original game: the Heroic Warrior (revamped fighter), the Highlander (revamped Barbarian), and this one's the Disciple, my revamped Monk.

As always, the purpose of my reworked classes is to make them more fun to play, giving more choices to the player both during the character creation process and in day-to-day play, and to raise their power level to a more acceptable standard, while also keeping as many of the core features as possible and not raising the bar of complexity.

Unfortunately, with DnD 2024 approaching I doubt that these classes will see much use, so unless I really need them for my weekly plays with my party, I doubt I'll keep working on them, as I think there's just not enough demand. For this reason, these classes are presented as-is, even if they are incomplete (the Disciple, for example, has perfectly functioning class features but no subclasses) for the folks who, like me, is considering sticking to 5e.

Ko Fi: https://ko-fi.com/taverntalesdnd
MEGA (pdf download/online pdf reader): https://mega.nz/file/KY1H0BiI#Yf6DCCvjj-XzjY4nFMQCu1ay-NioKbhzC1eAikISTTs

Disciple - Page 1 Disciple - Page 2 Disciple - Page 3 Disciple - Page 4

13
submitted 2 months ago* (last edited 1 week ago) by [email protected] to c/[email protected]
 

Since DnD2024 is releasing soon and there's not much point in working on 5e classes anymore, I'm releasing everything I've created in the past few months, even if it's not finished.

The Highlander is my revision of the Barbarian. The revision aims at improving both the performance of the class (which, as most people know, was pretty much dead weight after lv~8) and the feeling during play (which means, having things to do other than raging and smashing stuff), while also keeping the core mechanics as close to the original source as possible, and without adding unnecessary complexity.

The class was meant to be played alongside my other homebrew classes, of which I've already released the Heroic Warrior (revamped Fighter). As you can clearly see, this homebrew is not finished: the class itself is functional, but there is only one subclass. I was planning on going back and adding new subclasses after I played a campaign as a Barbarian to get a general feel of how it plays, but I never got the chance and, with DnD2024 approaching, there's not much point anyway, as I don't think that people will play 5e classes anymore.

Having said that, I hope that you'll enjoy it. Feedback are always welcome, and I'm always curious to hear others' opinions on my design choices. Maybe one day I'll finish working on it!

PDF download/online reader: https://mega.nz/file/KA12XDhb#C11S9HhXAfve9IIz-uxjYh2RloviXTYacnDto00vHio
Ko Fi: https://ko-fi.com/taverntalesdnd

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9
submitted 2 months ago* (last edited 1 week ago) by [email protected] to c/[email protected]
 

In the past few months, I have been working on revamped classes for DnD5e for personal use. This is my revamped Fighter, which I've played in a (still ongoing) campaign for the past few months and had a blast with.

Unfortunately, with DnD 2024 approaching, I see very little incentive in working on this still. I don't even think people will be interested in trying it with the new rules. I don't like DnD 2024 and the 2024 Fighter looks bland and boring to me, so I'll keep playing this one instead, but I don't see myself updating it further in the future unless I find a really broken combo that needs addressing.

So, this is kind of the end, and it's a bit bittersweet to me.

Please, enjoy :)

Imgur album: https://imgur.com/a/wiVrW5C
Online reader and PDF download: https://mega.nz/file/PRkz2RCA#I5FI774ZEwEm08smHSvlVEs4ORbwSUaqUkMmAE2pbdE
Ko Fi: https://ko-fi.com/taverntalesdnd

page 1 Page 2 Page 3 Page 4 Page 5 Page 6 Page 7 Page 8 Page 9 Backcover

 

Inkarnate is giving away 10-days free Pro membership, so I took the bait and tried it. I decided to use the limited time to bring a very old concept of mine to life, which I originally conceived as a kid in high school. Overall, there's a lot of improvements to be made (especially since I decided to stick to the original concept as much as possible, which was... not very good to begin with lol), but I had a lot of fun and it allowed me to unwind a bit before going to bed, which was nice.

Not sure if I'll stick to Inkarnate Pro, however. Inkarnate is good, but it's web browser-only and subscription-only, which are both dealbreakers for me. I think I'll try Wonderdraft next!

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